142 lines
6.1 KiB
C++
142 lines
6.1 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2017 MaNGOS project <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef MANGOS_H_MANGOS_REPUTATION_MGR
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#define MANGOS_H_MANGOS_REPUTATION_MGR
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#include "Common.h"
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#include "SharedDefines.h"
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#include "DBCStructure.h"
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#include <map>
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enum FactionFlags
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{
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FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction)
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FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
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FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
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FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
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FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
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FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE )
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FACTION_FLAG_RIVAL = 0x40 // flag for the two competing outland factions
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};
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typedef uint32 RepListID;
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struct FactionState
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{
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uint32 ID;
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RepListID ReputationListID;
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uint32 Flags;
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int32 Standing;
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bool needSend;
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bool needSave;
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};
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typedef std::map<RepListID, FactionState> FactionStateList;
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typedef std::pair<FactionStateList::const_iterator, FactionStateList::const_iterator> FactionStateListPair;
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typedef std::map<uint32, ReputationRank> ForcedReactions;
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class Player;
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class QueryResult;
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class ReputationMgr
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{
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public: // constructors and global modifiers
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explicit ReputationMgr(Player* owner) : m_player(owner) {}
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~ReputationMgr() {}
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void SaveToDB();
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void LoadFromDB(QueryResult* result);
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public: // statics
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static const int32 PointsInRank[MAX_REPUTATION_RANK];
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static const int32 Reputation_Cap = 42999;
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static const int32 Reputation_Bottom = -42000;
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static ReputationRank ReputationToRank(int32 standing);
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public: // accessors
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FactionStateList const& GetStateList() const { return m_factions; }
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FactionState const* GetState(FactionEntry const* factionEntry) const
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{
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return factionEntry->reputationListID >= 0 ? GetState(factionEntry->reputationListID) : NULL;
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}
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FactionState const* GetState(RepListID id) const
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{
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FactionStateList::const_iterator repItr = m_factions.find(id);
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return repItr != m_factions.end() ? &repItr->second : NULL;
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}
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int32 GetReputation(uint32 faction_id) const;
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int32 GetReputation(FactionEntry const* factionEntry) const;
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int32 GetBaseReputation(FactionEntry const* factionEntry) const;
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ReputationRank GetRank(FactionEntry const* factionEntry) const;
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ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;
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ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
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{
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ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionTemplateEntry->faction);
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return forceItr != m_forcedReactions.end() ? &forceItr->second : NULL;
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}
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public: // modifiers
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bool SetReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, false);
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}
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bool ModifyReputation(FactionEntry const* factionEntry, int32 standing)
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{
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return SetReputation(factionEntry, standing, true);
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}
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void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
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void SetVisible(FactionEntry const* factionEntry);
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void SetAtWar(RepListID repListID, bool on);
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void SetInactive(RepListID repListID, bool on);
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void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);
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public: // senders
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void SendInitialReputations();
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void SendForceReactions();
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void SendState(FactionState const* faction);
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private: // internal helper functions
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void Initialize();
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uint32 GetDefaultStateFlags(const FactionEntry* factionEntry) const;
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bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
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void SetVisible(FactionState* faction);
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void SetAtWar(FactionState* faction, bool atWar);
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void SetInactive(FactionState* faction, bool inactive);
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void SendVisible(FactionState const* faction) const;
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private:
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Player* m_player;
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FactionStateList m_factions;
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ForcedReactions m_forcedReactions;
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};
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#endif
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